Sirens is a single player survival mission influenced by Silent Hill, and powered by the Ravage mod. This short mission serves as a prelude to future episodes. Altis has been laid to waste....a strange malevolant force has taken over it's towns and villages.
The distant wail of the Siren brings out the dead, shrouding everything in a creeping fog....
Only evil remains. Your main objective is to locate and destroy the source of the Siren.
Your secondary objective is to live long enough to perform the main objective!
This scenario is probably not without it's flaws, poor mission design and maladroit implementation, but like everything I create for Arma it's made with big love.
But if you like sneaking around a village trying to avoid some badass Boss Zeds then this could be for you.
Speaking of Boss Zeds, meet the guys...
Credits: Haleks for the cool wandering Boss Zed code and generally being awesome. Kodabar and Tourist for kindly play testing.
Download: Steam

GF Object Spawner Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Object Spawner Script - Mod , a simple object spawner.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Object Spawner Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission .
https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
Notes:
GF Object Spawner Script - Mod , a simple object spawner.
There are Blacklist Zones available , 5 from default and
a safe distanse from players , to prevent the spawn.
The objects will spawn also , at the spawned or placed in editor Buildings.
3 presets included ,vehicles , wrecks and structures.
There is also , an autodetection mods script , for the classnames , instead of lists.
There is an option for the spawned vehicles , to add the Ravage addactions.
There is also included a mod version , posible to unpack and edit.
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40415
Armaholic
GF Object Spawner Script - Mod

Welcome to Vandeanson's Basebuilding!
In this thread I will cover everything about my WIP basebuilding mod.
V0. 2: feature showcase and introduction
V0. 3
- I have re-written the blueprint creation function. It is now easy for users to add new custom blueprints or delete default blueprints when creating a mission.
- added an option to rotate the object (the object that is being built)
- added an option to get object closer or further away (max distance can be limited, currently at 5m)
- GRAD persistency enabled for placed﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿﻿ stuff (tested in client hosted and dedicated)
- placed objects can be destroyed, you get back scrap materials (which can be refined into other materials again later)
- moving an object will save its new position via GRAD
- added a few new materials
- added place-able light source with on﻿ / off switch. I plan to add a feature that requires a generator connected.
See light showcase:
next steps:
- release updated showcase video
- add more blueprints
- add GRAD setting to save collected material per player
- "Move" and "deconstruct" addactions to be saved via GRAD
- adding possibilities to destroy other players placed objects
- adding blueprint spawners, so players can collect and learn new blueprints
- material traders
- loot system for all materials that may be found (currently wood, stone and sand can be farmed)
Looking forward to receive any input, suggestion or ideas from the community.
A playable mission demo will follow shortly.
Cheers
VD
﻿

Scripting General & Library
Information :
Feel free to share and discuss , about Ravage Scripting and Scripting general.
# Follow the same form , as the first Post please .
A list with the certain page , will be here available.
_____________________________________________________________________________________
I also suggest to follow , the BIS Forum Members below ,
who really help and share their work and knowledge :
# the list is off course on random.
https://forums.bohemia.net/profile/900806-pierremgi/
https://forums.bohemia.net/profile/770615-larrow/
https://forums.bohemia.net/profile/832107-grumpy-old-man/
https://forums.bohemia.net/profile/773718-hazj/
https://forums.bohemia.net/profile/842941-davidoss/
https://forums.bohemia.net/profile/906542-schatten/
https://forums.bohemia.net/profile/759255-mrcurry/
https://forums.bohemia.net/profile/792430-dedmen/
https://forums.bohemia.net/profile/1145462-mr-h/
https://forums.bohemia.net/profile/801328-fn_quiksilver/
https://forums.bohemia.net/profile/745971-johnnyboy/
https://forums.bohemia.net/profile/754658-beno_83au/
https://forums.bohemia.net/profile/771259-sarogahtyp/
I thank personally and public , this members , for everything so far.
_____________________________________________________________________________________
______________________________ List : ______________________________
1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom
2. How to add a Custom texture respawnable uniform on players or units
3. Ravage Zed Detector
4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few
5.How to keep Zeds within a 10-20 meters radius
6.How to disable the access of an item
7.How to make a certain unit/s to handle more damage
8.How to add message on player death
9.How to create a Mod Check
10. How to make Ravage zombies drop items when killed
11. Object Spawner Script
12. How to destroy a certain area
13. Check if player kills members of his own side, CIVS or certain animals and make him a renegad﻿e for that
14.How how to suicide bomber zombies , in editor
15. How to script a safe zone marker that deletes any unit (besides player) entering it
16. How to make AI shoot only after the player shot
17. How to create a moving rad zone
18. (Ravage) huntable animal spawner

Scripts Discussion
Information :
Feel free to share and discuss , about Scripts used alongside Ravage Mod.
For anyone who has interest on scripting :
I also suggest to follow , the BIS Forum Members below ,
who really help and share their work and knowledge :
# the list is off course on random.
https://forums.bohemia.net/profile/900806-pierremgi/
https://forums.bohemia.net/profile/770615-larrow/
https://forums.bohemia.net/profile/832107-grumpy-old-man/
https://forums.bohemia.net/profile/773718-hazj/
https://forums.bohemia.net/profile/842941-davidoss/
https://forums.bohemia.net/profile/906542-schatten/
https://forums.bohemia.net/profile/759255-mrcurry/
https://forums.bohemia.net/profile/792430-dedmen/
I thank personally and public , this members , for everything so far.
An updated List will be available here :
List :
1.GF Unit Spawner Script

I've been using this script for some time by JohnO that I stumbled across in some forums and I made it a point to make his script even better! This is a good script to use to make any survival scenario better! As In my case I use this script with my Ravage releases.
The Script:
Changelog/ edit notes:
v1.5 JohnO- Removed legacy fatigue settings and put new stamina settings in
v2.0 MuRaZorWitchKING - added colorization of effects to make them more "appealing"
v2.5 MuRaZorWitchKING - made script compatible with Ravage fireplaces that the player can place on ground
v3.0 MuRaZorWitchKING - tweaked distances required to be from fireplaces/buildings for warmth
v4.0 MuRaZorWitchKING - added in land vehicles being another form of covering for players to use for warmth so buildings and fires aren't relied upon
Readme:
In Order to use the script you need to have an init.sqf file that needs this script loaded into it in order for it to be used.
In order for the script to work properly you ARE going to need the classnames of the list of clothing you are wanting to use for the player to get cold in.
READ THIS: The classnames that you add into the script ARE THE COLD CLOTHING, everything listed will be a cold outfit, everything NOT listed will NOT be a cold outfit.
THESE CLASSNAMES NEED TO BE FILLED OUT BY YOU:
////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
//Civilian
"",
//Soldier
"",
//Guarilla
"",
////////////////////////////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Once you figure out the classname of the outfit for example "U_C_Journalist" then you will place the name inside the "" and you will separate each item with a comma as seen in the example.
If you want a FULL release of the script (filled out with all the classnames) I will be happy to help, this is more of a very simple layout, and should be taken as such, this script is for YOU to customize to your scenario/map wants and needs.
///////VERY IMPORTANT PLEASE READ: Please take note this is NOT my script, this is just someone else's work that I have revamped for a re-release. If the original author of the script no longer wants this up, this post WILL be removed. I hope you all enjoy this, JohnO did an amazing job on the script and is the original Author of it, I just thought it deserved a little more tweaking and a re-release. :)
PLEASE REMEMBER TO GIVE CREDITS TO ORIGINAL AUTHOR: JohnO
Link to Author's Original release: https://www.exilemod.com/topic/7717-detrimental-weather-effects-script/
//////////////////////////////////////////////////////////////////////////////////////////////////
Update for Frigid water Settings
The Script:
Simply add this script into your init.sqf in order to use it :)
//PLEASE READ: YOU ARE FREE TO EDIT THIS SCRIPT, CHANGE IT WHICH WAY YOU WANT, BUT I WOULD LIKE CREDITS PLEASE.
@GEORGE FLOROS GR Also helped me correct my errors after typing this script, couldn't of done it without this guy!
////NOTES: Both of these scripts are compatible with one another and work greatly paired together.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Hypothermia Script / Severe Weather based off of JohnO's weather effects script:
Simply put the script in your init.sqf for it to be initialized.
Please Read: This script is based off the Detrimental weather effects script by JohnO, so similarities will exist, as I used Detrimental Weather effects as a template for this script.
this script uses wetness as a buildable value that can build up to a deadly level and can leave you with Hypothermia... You will need shelter, fire, and of course you will need to stay out of rough weather...
This script is only active is severe weather storms, if the weather isn't above a factor of 0.6 then this script will not be called... This script is for a severe weather system only, unless edited.
All three scripts seem to work together, I cannot say this is for sure or certain, but in the playtime I have been using them I have seen them work...
In order to get all three to work together you must edit out all the "_rainLevel" lines in the weather effects script... So both scripts aren't searching for "rain".
ALL FOUR SCRIPTS COMBINED MAKE FOR AN EXTREMELY REACTIVE WORLD THAT IS TOUGH TO SURVIVE IN.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Simple "Cold Altitude" script:

MISSION FILE :
https://drive.google.com/open?id=1rfREN-Q6eimKlN_LvLi8HVJr12a9mO7W
STEAMWORKSHOP LINK :
https://steamcommunity.com/sharedfiles/filedetails/?id=1593390487
What is it ?
Its a persistent cooperative scenario for dedicated server, the player start on a little island near the main
island of Napf.
The players must gear up and recruit an army to be able to defeat a mysterious faction called LFDA.
To be able to recruit an army the player must build a colony in predefined area, if there enough structure the
recruitable friendly survivor will join your colony.
The basic item and the structure (house) are buidable at the workbench in your colony, the main ressource are
the junk pile, they can be find every where but you can build only junk house.
The other component must be find and refined, for exemple to be able to build better house or better defense
wall the player must find a stack of cinder block and transform it into concrete wall at the concrete factory.
The crafting component are heavy, so they cannot be transported in a bacpack, the lighter item can be carryed
and loaded in vehicle, a truck is required to transport the biggest item.
The house can be loaded in the vehicle and unloaded, once placed they cannot be carry, the player must repeat
the process if he want to move an house (load/unload in vehicle).
For more information read the description below.
Its a persistent scenario, cargo content (mag, food...) and static object (building) are saved between each
server restart, more explanation at the bottom of the description.
Situation
The main threat are the LFDA they must be pushed out of the island, the raiders are just interesting by stealing
the LFDA vehicle and gear. The scavenger have decided to kill the LFDA officer, he is hiding in the LFDA main
base, but to do that they must build an army.
FACTION -Raiders
They are really bad guys, there main activity its to raid the scavenger camp. Over the time they managed to
gather good equipement and today they are able to oppose resistance to the LFDA.
-Scavenger (players faction)
They are peacefull people, the good guys, unlike the Raiders many of them got enough knowledge to build a lot of
thing with scrap or raw material.
-LFDA
Its a mysterious military force who have invaded the island of Napf and they kill every infected or survivor on
their path. The rumors say they are here to eradicate the infection by killing every infected and survior who
are living in the infected area.
Main Objective
Kill the LFDA officer in the LFDA base.
Dynamic event
There is 40 dynamic event that pop up randomly over the time for exemple rescue, raid a camp, dynamic LFDA checkpoint....
How to recruit an army
You must gather ressource, and build houses in the settlement area. More house builded = more settler. All the
friendly unit are recruitable. The raider own few armored vehicle and aircraft that can
be helpfull to attack the LFDA.
Crafting
Description
There different place to craft different item, in each place there a visible area to place your item, for
exemple if you want to build a bathmobile (Wreck vehicle Builder) just place 5 pile of junk + 1 pressure washer
+ 1 car battery on the concrete block and that will take few second to build the vehicle, the component will be
deleted and the vehicle will spawn few meter away.
Material
Wreck and pile of junk can be found everywhere, near road or urban area. Concrete, brick, battery, motor
(pressure washer) can be found in industrial area or harbor. Military wreck can be found in military area or
airfield. Wood log can be found in the forest, (find icon tree on your map)
///// Recipe for the Settlement - Workbench /////
///worbench///
*pile of junk = tine fence, tine pole, plank, pallet
*1 tine fence + 1 plank = 2 medium tin fence
*5 tin pole = ladder
*1 tin fence + 1 tin pole = storage crate
//Junk House// (at workbench) Low attraction, less survivor will join your colony.
*5 stack of pallet + 3 tin fence = slum house small
*1 red cargo contenair + 1 tin fence = slum house contenair
*10 tin fence = metal shed
*10 wood plank = wood watchtower
///// Recipe for the Settlement - Yellow Scaffolding ///// This building will attract more survivor to your colony
*5 stack of brick + 1 stack of pallet = small house abandonned
*10 stack of brick + 5 cinder block + 5 planck + 20 concrete pillar = large unfinished building
*2 cinder block + 6 medium tin fence = grey metal shed
3 stack of plank + 10 medium tin fence + 1 wood pile = Grey shack medium
///// Recipe for the Concrete Factory /////
*2 cinder block + 1 plank = concrete wall
*1 cinder block + 1 tine pole = concrete shelter.
*1 cinder block + 1 stack of pallet = concrete stairs
*1 concrete wall + 1 plank = 5 concrete pillar.
*4 concrete wall + 10 tine pole = small canal wall
*3 small canal wall = 1 big canal wall
*1 big canal wall + 1 concrete stairs + 6 tin pole = canal wall with stairs
///// Recipe for the Lumber Mill /////
*2 wood pile = 1 stack of plank
*1 stack of plank = 5 shoot house wall long
*1 shoot house wall long = 2 shoot house tunnel (pour le toit)
///// Recipe for the Wreck Vehicle Builder /////
*5 pile of junk + 1 pressure washer + 1 car battery = bathmobile
*3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 offroadwreck = Scavenger Offroad
*3 pile of junk + 1 pressure washer + 1 car battery + 1 UAZ wreck + 1 Hatchback wreck = Scavenger Hatchback
*3 pile of junk + 1 pressure washer + 1 car battery + 1 URAL wreck + 1 Truck wreck = Scavenger Bus
///// Recipe for the Military Vehicle Builder /////
*1 slammer wreck + 1 slammer wreckturret + 1 tank tracks + 1 tank engine + 1 ammobox = slammer
*1 hunter wreck 1+ 1 hunter wreck 2 + 1 car battery = 1 hunter (that need 2 different type of hunter wreck)
*1 hunter + static (gmg or hmg) = hunter armed
///// Recipe for the Vehicle Upgrade /////
*1 offroad + 1 static hmg = offroad hmg
*1 offroad + 1 static gmg = offroad at
*1 slammer + 1 slammer wreck + 1 static hmg = slammer up
///// How to craft Ammo /////
You need to put a tin pole and create a fire camp near the green camping table at the settlement and an ammo crate will pop up on the table, just choose the ammo you want craft with the action menu.
You can craft only basic ammo for hunting rifle, old rifle and barrel handgun.
Persistence
To save your progression the server admin need to be logged and copy this line in the chat box :
#gradpersistenceSave.
Or use radio menu (0-0-Save)
So every vehicle, vehicle cargo, tent content, crate content and static object will be saved, at the settlement (blue circle).
The crafting component (car battery or stack of brick) are considered as static object and will be saved, but
they must be unloaded from the vehicle before saving, if they are not unloaded they will be lost.
More Info and script used
Vehicle towing
Sling Loading
Mag repack
AIS first aid
R3F Logistic
Strigoi and Farty (Alias anomaly)
Bangapop loot script
Zbe cache system
AI spawn script pack
GF Crash site
Its an inbuild crafting system so if you have question or you are not able to craft something just ask.
Its a hard sandbox mission, that will take many hour to be able to kill the LFDA officer but the player is free
to choose his own strategy.
Special thanks to @pierre MGI anf @killzone_kid for their help.

Full disclosure: I'm very new to scripting - I know I'm probably not doing things the most efficient way, so any tips will be warmly welcomed!
I'm making an Exile WWII zombie server using Ravage zombies. The built-in ambient spawner for Ravage works okay, but I wanted to add greater variety in uniforms, loot, etc, so tried to write something myself. As disclosed above, this isn't my strong suit at all.
I want the script to trigger at certain locations. I'd got in mind that I'd create an array (called _trgPos) that would hold the positions and radii of each trigger then create each trigger in a loop. This is what I've got so far:
_trgpos = [
[[7365.57,2201.88,0],200], // A
[[6422.59,2424.74,0],200] // B
];
{
pos = _x select 0;
_rad = _x select 1;
_trg = createTrigger ["EmptyDetector", pos, true];
systemChat format["Creating trigger at %1",pos];
_trg setTriggerArea [_rad, _rad, 0, false, _rad];
_trg setTriggerActivation ["GUER", "PRESENT", true];
_trg setTriggerStatements ["this", "null = [pos] execVM 'zombiespawner.sqf'; systemChat format['Spawning zombies at %1',pos];", ""];
} forEach _trgpos;
It's meant to pass pos to the script, which then causes the zombies to spawn when an Exile player enters the area.
What actually happens is both triggers are created at their correct location, but when either A or B trigger is activated, the zombies spawn at the location of B. I've seen it works like this in 3DEN or when executed on the server.
It seems that B's location is being passed to the script on both triggers.
Have I missed something basic? Any insight anyone could offer would be fantastic!
(Including zombiespawner.sqf in case it's useful):

GF Ravage Heros
Money Reward Script
by
GEORGE FLOROS [GR]
Description:
GF Ravage Heros Money Reward and notification script .
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Ravage Heros Money Reward Script , please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , to copy paste in your mission .
https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
The money reward , is based on kill distance.
Select the money reward , for Ravage or Heros Survive.
Select where the money will be stored to uniform, vest or backpack.
Credits & Thanks:
Special thanks to:
Haleks for Ravage mod
and Heros for Heros Survive mod.
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.1
The AI kills where showing also in the notification but,
this issue is fixed.
A kill counter notification is also available.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40235
Armaholic
download
GF Ravage Heros Money Reward Script